- client disconnect handling improvement
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4401bcbd3f
commit
563bd8ac57
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@ -155,7 +155,7 @@ void ClientInterface::update() {
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if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
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bool wasConnected = this->isConnected();
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if(wasConnected == false) {
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if(gotIntro == true && wasConnected == false) {
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string playerNameStr = getHumanPlayerName();
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Lang &lang= Lang::getInstance();
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@ -212,7 +212,7 @@ void ClientInterface::update() {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] Error [%s]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,ex.what());
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SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] Error [%s]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,ex.what());
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if(wasConnected == false) {
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if(gotIntro == false || wasConnected == false) {
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string sErr = string(extractFileFromDirectoryPath(__FILE__).c_str()) + "::" + string(__FUNCTION__) + " network error: " + string(ex.what());
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DisplayErrorMessage(sErr);
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}
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